Downtime Activities

Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually, this mode of play occurs when you're in the safety of a settlement, maybe recovering from your adventures or crafting new augmentations.

Earn Income


You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.
When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task's level, and your proficiency rank (as listed on the Income Earned table).
You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task's completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
Critical SuccessYou do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
SuccessYou do competent work. Gain the amount of currency listed for the task level and your proficiency rank
FailureYou do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
Critical FailureYou earn nothing for your work and are fired immediately. You can't continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.
Income Earned
Task LevelFailureTrainedExpertMasterLegendary
01 credit1 credit1 credit1 credit1 credit
11 credit2 credits2 credits2 credits2 credits
21 credit3 credits3 credits3 credits3 credits
31 credit5 credits5 credits5 credits5 credits
41 credit7 credits8 credits8 credits8 credits
52 credits9 credits10 credits10 credits10 credits
63 credits15 credits20 credits20 credits20 credits
74 credits20 credits25 credits25 credits25 credits
85 credits25 credits30 credits30 credits30 credits
96 credits30 credits40 credits40 credits40 credits
107 credits40 credits50 credits60 credits60 credits
118 credits50 credits60 credits80 credits80 credits
129 credits60 credits80 credits100 credits100 credits
1310 credits70 credits100 credits150 credits150 credits
1415 credits80 credits150 credits200 credits200 credits
1520 credits100 credits200 credits280 credits280 credits
1625 credits130 credits250 credits360 credits400 credits
1730 credits150 credits300 credits450 credits550 credits
1840 credits200 credits450 credits700 credits900 credits
1960 credits300 credits600 credits1,000 credits1,300 credits
2080 credits400 credits750 credits1,500 credits2,000 credits
20 (critical)500 credits900 credits1,750 credits3,000 credits

Subsist


You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described on page 243. The GM determines the DC based on the nature of the place where you're trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty.
Critical SuccessYou either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
SuccessYou find enough food and shelter with basic protection from the elements to provide you a subsistence living.
FailureYou're exposed to the elements and don't get enough food, becoming fatigued until you attain sufficient food and shelter.
Critical FailureYou attract some trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don't find any food at all; if you don't have any stored up, you're in danger of starving or dying of thirst if you continue failing.

Craft


You can make an item from raw materials. You need the Serum Crafting skill feat to create medicinal items, the Magical Crafting skill feat to create magic items, and the Tech Crafting skill feat to create technological items.
To Craft an item, you must meet the following requirements:
  • The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 17th or higher, you must be legendary.
  • The item must be common, or you must otherwise have access to it.
  • You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a machining shop to craft items with small parts made of metal or plastic, or a pharmaceutical lab to manufacture medicine. Many starships and Pact Worlds settlements have UPB printing kiosks you can use for this.
  • You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.
You attempt a Crafting check after you spend 2 days of work setting up, or 1 day if you have the item's formula. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.
If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using the Income Earned table, based on your proficiency rank in Crafting and using your own level instead of a task level.
After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar.
Critical SuccessYour attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
SuccessYour attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
FailureYou fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical FailureYou fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.

Treat Disease

Requirements You’re wearing or holding a medkit.

You spend at least 8 hours caring for a diseased creature. Attempt a Medicine check against the disease's DC. After you attempt to Treat a Disease for a creature, you can't try again until after that creature's next save against the disease.
Critical SuccessYou grant the creature a +4 circumstance bonus to its next saving throw against the disease.
SuccessYou grant the creature a +2 circumstance bonus to its next saving throw against the disease.
Critical FailureYour efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.

Create Forgery

Requirements You provide the proper writing materials for your forgery.

You create a forged document, usually over the course of a day or a week. The GM rolls a secret DC 20 Society check. If you need to forge a specific person's writing, you need a sample of that person's writing. Otherwise, you need only to have seen a similar document, and you gain up to a +4 circumstance bonus to the check (the GM determines the bonus).
SuccessThe forgery is of good enough quality that passive observers can't notice the fake (but see Examining Forgeries).
FailureThe forgery has some obvious signs of being a fake, potentially allowing passive observers to detect it. Each time a passive observer sees the document, the GM compares your check result to the observer's Perception DC or Society DC, whichever is higher. If your result doesn't exceed a passive observer's DC, that observer knows the document is a forgery.

Bribe Contact

Cost A bribe worth at least one-tenth of the Currency per Additional PC listed on Party Treasure by Level. Doubling this amount grants a +2 circumstance bonus to the check.
Requirements You've successfully Gained a Contact

You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard Deception or Diplomacy check.
SuccessThe contact accepts the bribe, and you gain 1 EP.
FailureYou believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story.
Critical FailureAs failure, but adding 2 AP to the infiltration.

Forge Credentials


You prepare a fake ID, license, or other credential that might serve as a convincing prop. Attempt a hard or very hard Society check or a very hard Computers check.
SuccessYou create convincing credentials and gain 1 EP you can use only when presenting some form of credential or form of identification.
FailureYour phony credentials have a glaring problem. You gain 1 EP that (unknown to you) grants no benefit when used.
Critical FailureAs failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure.

Gain Contact


You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard Diplomacy or Society check, or a normal or hard check using a Lore skill appropriate to your prospective contact.
SuccessYou make contact and gain 1 EP.
FailureYou fail to make contact.
Critical FailureYou insult or spook the contact in some way. Future attempts take a –2 circumstance penalty.

Special Multiple critical failures might cause the contact to work against the PCs in some way, likely increasing the party's Awareness Points.

Gossip


You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard Diplomacy check.
Critical SuccessYou gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus.
SuccessYou gain inside information about the place or group you're attempting to infiltrate that aids your planning.
FailureYou learn nothing.
Critical FailureYou hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1.

Scout Location


You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard Perception, Society or Stealth check.
SuccessYou make observations that provide 1 EP.
FailureYou learn nothing particularly noteworthy.
Critical FailureYou misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure.

Search Infosphere


You search digitally for any information about the infiltration's target. Attempt a normal, hard, or very hard Computers check.
Critical SuccessYou find rare information and gain 1 EP that requires the use of a tech item. If you share this information, anyone you share it with can use that EP (but once used by anyone, it's no longer useful).
SuccessAs critical success, except the information is so well-known that attempting to use it might arouse suspicion and adds 1 AP to the infiltration.
FailureAs success, except the information is exaggerated, outdated, or just wrong, and the EP grants no benefit to the infiltration, which can be revealed by the GM at any point during the infiltration, as befits the story.
Critical FailureAs failure, but adding 2 AP to the infiltration.

Secure Disguises


You seek to procure or create disguises. Attempt a normal, hard, or very hard Crafting, Deception, Performance, or Society check.
SuccessYou procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity.
FailureYour efforts result in an unusable disguise.